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170 commits

Author SHA1 Message Date
fgenesis
cb745baa5e Fix crash in script warning 2012-09-23 03:48:14 +02:00
fgenesis
e29d4e65bd Allow using super-wide resolutions.
Super-tall resolutions break horribly, however.
2012-09-21 02:18:51 +02:00
fgenesis
dec7707562 Fix camera constrain logic for very wide resolutions.
This affected all standard wide resolutions too, but wasn't noticed
because the camera wasn't positioned very far off.
2012-09-21 01:28:25 +02:00
fgenesis
eaa7c27f82 Clear beast form eats in continuity reset.
This fixes eats carrying over into mods.

Also revert one related change from 84c49e5ce0 obsoleted in 3bdb0d6bc6.
2012-09-21 03:02:54 +02:00
fgenesis
755cc9c50f Fix possible crash when moving the Y-axis of camera out of bounds when zoomed out.
This was a regression from my earlier GridRender optimization patch.
2012-09-17 03:32:18 +02:00
fgenesis
82e0be355c Fix possible crash on End key in SceneEditor (thx KS-10 for reporting).
This was due to a logic bug mistaking tile indices with array indices.
2012-09-17 03:25:13 +02:00
fgenesis
42f4c2d1e6 Hopefully fix the old "song control hint white box" problem, now also for win7.
Has been working fine for XP, though.
2012-09-15 15:37:23 +02:00
fgenesis
f97fe12462 Load a mod's elementeffects.txt if provided 2012-09-02 02:29:33 +02:00
fgenesis
5d41c93c5b Little SceneEditor on-sreen text enhancement, regarding (auto-)save 2012-09-02 02:29:12 +02:00
fgenesis
3bdb0d6bc6 Fix regression added in "Fix loading world map data when loading a mod's saved game" (459a41e1f6)
Loading world map data would reset the visited world map tiles.

Also little fix in savegame loading: Load mod data before reset,
so it knows we're preparing to load a mod.
2012-09-02 02:27:23 +02:00
fgenesis
9e4fe3809e Fix crash added with last commit, thx KS-10 for pointing 2012-07-23 05:06:01 +02:00
fgenesis
9c76fa7ed4 Fix one oversight that prevented localizing scripts properly 2012-07-22 17:53:21 +02:00
fgenesis
7ac095e005 Fix a leftover hardcoded string, thx KS-10 for pointing 2012-07-22 03:39:37 +02:00
fgenesis
1fe6e665e3 Improve mod selector scolling behavior (thx MOM4Evr for pointing) 2012-07-15 21:29:05 +02:00
fgenesis
927928167b Move key config strings into stringbank.txt 2012-07-14 16:54:28 +02:00
fgenesis
de69273229 Localise scripts + silene debug spam in options menu 2012-07-14 15:57:21 +02:00
fgenesis
636c069403 _mods/x/locales/y/* now works 2012-07-14 15:00:37 +02:00
fgenesis
e8872b09e5 Localise sounds, voice, and send current locale to webserver when asking for mod list 2012-07-14 14:34:46 +02:00
fgenesis
8084a4c613 Fix loading stringbank.txt form a mod when loading a saved game, and load treasures.txt from mods if it exists. 2012-07-13 16:10:07 +02:00
fgenesis
918c69d15b Some simplifications in ingredient name handling, by Henrik Holst 2012-07-11 22:00:14 +02:00
fgenesis
345ff6063b Fix locale related oversights 2012-07-11 04:50:19 +02:00
fgenesis
459a41e1f6 Fix loading world map data when loading a mod's saved game 2012-07-11 04:42:53 +02:00
fgenesis
84c49e5ce0 Fix wrongly adding shield song when loading a savegame. Also add obj_getTexture() function. 2012-07-10 22:50:31 +02:00
fgenesis
7b2fa39428 Move localisation code to BBGE, and allow textures to be localised. 2012-07-10 22:16:48 +02:00
fgenesis
b22ceb2aa0 Fix a problem that prevented loading a saved game of a mod in a zip file, which occured when no patches were loaded. 2012-06-30 00:58:06 +02:00
fgenesis
9f244e90b2 Little correction to last patch - really override entity_delete(). 2012-06-27 22:11:30 +02:00
fgenesis
dff86833ef Fix regression from "Script interface improvements & extensions."
This caused a crash due to an already freed point in Avatar.cpp pull target update.
Thanks to Red Skull for reporting.
2012-06-27 21:57:10 +02:00
fgenesis
e924a164c9 Also load localized font files 2012-06-18 18:54:56 +02:00
fgenesis
98c5cefed7 Ingredient name localisation somewhat works, not fully tested yet 2012-06-18 18:54:41 +02:00
fgenesis
6bd5caf4fa Little stringbank localization improvement 2012-06-15 18:29:17 +02:00
fgenesis
b719b8fd60 Removed textureMemoryMultiplier again; a bit more debug output for differing texture sizes 2012-06-15 17:58:18 +02:00
fgenesis
063b1c0dfc Moved most uses of glGetTexImage() into a single function with better error checking.
Also small config addition to optionally increase memory allocation size
for temporary texture pixel data; the nouveau drivers seem notoriously
awkward and keep writing over the buffer.
2012-06-15 04:12:20 +02:00
fgenesis
6d92cd24c8 Fixed more weirdness in functions using glGetTexImage(), add proper bounds checking 2012-06-14 17:40:01 +02:00
fgenesis
a6fc88d885 Two little localzation patch additions, by Henrik Holst. 2012-06-13 23:37:21 +02:00
fgenesis
67bdd77a9f Attempting to fix weirdness from a bug report (thx!).
This might speed up obstruction calculation a bit.
Also fixed crash when attempting to autosave on an invalid map.
2012-06-13 23:28:24 +02:00
fgenesis
af30e508f5 Another correction, the prev. patch used the keyboard layout code, not country code.
Misnamed APIs are awful.
2012-06-02 23:06:53 +02:00
fgenesis
b71dc80516 Correct OSX locale detection.
(For me this returns en_de, not sure why, but i can see some german strings
in my OSX installation here and there so this might be feasible.)

Also fix typo in Network.cpp.
2012-06-02 22:33:45 +02:00
fgenesis
1f3e472551 Attempt to fix locale detection on OSX. By Henrik Holst. 2012-06-02 19:05:44 +02:00
fgenesis
b5518c28cd Move hardcoded UI strings to stringbank.txt. Patch by Henrik Holst. 2012-06-02 18:58:02 +02:00
fgenesis
cd18ef2a43 Small fix for non-MSVC 2012-06-01 18:43:41 +00:00
fgenesis
6dc1c1e8d1 [vfs, #3] All file reading code goes through the VFS now, new mod downloader & mod selector in place. Also a bunch of other stuff. (...)
- HTTP networking support, mods can be downloaded via the builtin downloader.
  All network activity runs in a seperate thread, which is started
  as soon as any network activity is requested.
- The master server is hard-coded to fg.wzff.de/aqmods/ if not specified otherwise;
  this setting can be overridden in the config file.
- The mod selector screen is now a grid-view for much better navigation;
  also works with joystick.
- VFS code is functionally similar to the old molebox-packed release
  for win32. The game could also have its data shipped in a Zip file
  or any other kind of archive.
- It is still possible to build without VFS support, but then the mod
  downloader and soft-patching will not be available.

The full commit history can be found here:
https://github.com/fgenesis/Aquaria_clean/compare/master...vfs

The most important commit messages follow:
[...]
    This replaces all std::ifstream with InStream, and fopen(), ... with vfopen(), ...
    Some code is #ifdef'd for better performance and less memory-copying.
    VFILE is defined to whatever type of file is in use:
    - FILE if BBGE_BUILD_VFS is not defined
    - tttvfs::VFSFile if it is.

    Other changes:
    - [un]packFile() is now unused and obsolete. That code has not been adjusted to use VFILE.
    - glpng can now load from a memory buffer.
    - TinyXML uses the VFS for reading operations now.
    - The rather clunky binary stream loading of glfont2 got replaced with ByteBuffer,
      which gets its data in one block (necessary to use the VFS without implementing
      a somewhat STL-compliant std::ifstream replacement.)
-------------
Implement loading mods from zip files.
-------------
Implement soft-patching game data files. (Replacing textures/audio/... on the fly)
-------------
Misc bits:
- Extended GUI focus handling a bit
- Fixed weirdness in texture loading... not sure but this seems more correct to me.
  Actually, considering that the texture will have its native size after restarting the game,
  the lines removed with this commit seem pretty useless.
2012-06-01 17:52:19 +02:00
fgenesis
99e3f5ebe2 Fix possible crash on OSX introduced with localisation patch 2012-05-27 16:56:36 +02:00
fgenesis
c02ea1ce83 Re-implement (optionally) pre-decoding audio to reduce disk seek/decoding time.
This was removed in HG changeset 7ec478d993b7, and is now implemented
in a way that is better than before: voice overs and music
no longer cause decoding lag, as they are always decoded on-the-fly.
The additional memory use (~40 MB) should be no problem for anyone.
The default is still to decode everything on the fly.
2012-05-27 04:46:36 +02:00
fgenesis
6ffb668668 Improve Lua-related warning messages - show call stack 2012-05-23 01:16:14 +02:00
fgenesis
2278e55d0c Multi-language patch by Henrik Holst 2012-05-21 04:05:44 +02:00
fgenesis
faf4023b5d Fix subtitles not appearing when starting a new game.
The problem originally appeared in changeset 203af0d613b4.
2012-05-21 03:35:20 +02:00
fgenesis
05af5dfe21 Replace magic animlayer numbers with an enum (cosmetical change only) 2012-05-14 15:48:01 +02:00
fgenesis
a8c951672b Add a few functions to ScriptInterface 2012-05-14 15:46:29 +02:00
fgenesis
1350876b3d Restore & correct collision radius rendering. Enabled toggling the debug console on Mac.
Collision rendering is now mapped to Ctrl+Shift+Return instead of capslock.
Also fixed one float->int truncation in script interface,
and removed useless debug message when particle effect "" was supposed
to be spawned (but does never exist).
2012-05-05 17:00:46 +02:00
fgenesis
5cef84ad9d Fix some oversights in the animation editor that wrongly occured during text input. 2012-05-05 16:53:53 +02:00